Cargando…
Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study
BACKGROUND: Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxiety-provoking situation...
Autores principales: | , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2020
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7139423/ https://www.ncbi.nlm.nih.gov/pubmed/32207697 http://dx.doi.org/10.2196/16066 |
_version_ | 1783518762684645376 |
---|---|
author | Bossenbroek, Rineke Wols, Aniek Weerdmeester, Joanneke Lichtwarck-Aschoff, Anna Granic, Isabela van Rooij, Marieke M J W |
author_facet | Bossenbroek, Rineke Wols, Aniek Weerdmeester, Joanneke Lichtwarck-Aschoff, Anna Granic, Isabela van Rooij, Marieke M J W |
author_sort | Bossenbroek, Rineke |
collection | PubMed |
description | BACKGROUND: Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxiety-provoking situations. Thus, interventions in special needs schools that help adolescents cope with anxiety and, in turn, diminish disruptive classroom behaviors are needed. OBJECTIVE: This study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP. METHODS: A total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. RESULTS: From analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=–0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=−0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. CONCLUSIONS: This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population. |
format | Online Article Text |
id | pubmed-7139423 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2020 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-71394232020-04-21 Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study Bossenbroek, Rineke Wols, Aniek Weerdmeester, Joanneke Lichtwarck-Aschoff, Anna Granic, Isabela van Rooij, Marieke M J W JMIR Ment Health Original Paper BACKGROUND: Many adolescents in special education are affected by anxiety in addition to their behavioral problems. Anxiety leads to substantial long-term problems and may underlie disruptive behaviors in the classroom as a result of the individual’s inability to tolerate anxiety-provoking situations. Thus, interventions in special needs schools that help adolescents cope with anxiety and, in turn, diminish disruptive classroom behaviors are needed. OBJECTIVE: This study aimed to evaluate the effect of a virtual reality biofeedback game, DEEP, on daily levels of state-anxiety and disruptive classroom behavior in a clinical sample. In addition, the study also aimed to examine the duration of the calm or relaxed state after playing DEEP. METHODS: A total of 8 adolescents attending a special secondary school for students with behavioral and psychiatric problems participated in a single-case experimental ABAB study. Over a 4-week period, participants completed 6 DEEP sessions. In addition, momentary assessments (ie, 3 times a day) of self-reported state-anxiety and teacher-reported classroom behavior were collected throughout all A and B phases. RESULTS: From analyzing the individual profiles, it was found that 6 participants showed reductions in anxiety, and 5 participants showed reductions in disruptive classroom behaviors after the introduction of DEEP. On a group level, results showed a small but significant reduction of anxiety (d=–0.29) and a small, nonsignificant reduction of disruptive classroom behavior (d=−0.16) on days when participants played DEEP. Moreover, it was found that the calm or relaxed state of participants after playing DEEP lasted for about 2 hours on average. CONCLUSIONS: This study demonstrates the potential of the game, DEEP, as an intervention for anxiety and disruptive classroom behavior in a special school setting. Future research is needed to fully optimize and personalize DEEP as an intervention for the heterogeneous special school population. JMIR Publications 2020-03-24 /pmc/articles/PMC7139423/ /pubmed/32207697 http://dx.doi.org/10.2196/16066 Text en ©Rineke Bossenbroek, Aniek Wols, Joanneke Weerdmeester, Anna Lichtwarck-Aschoff, Isabela Granic, Marieke M J W van Rooij. Originally published in JMIR Mental Health (http://mental.jmir.org), 24.03.2020. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Mental Health, is properly cited. The complete bibliographic information, a link to the original publication on http://mental.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Bossenbroek, Rineke Wols, Aniek Weerdmeester, Joanneke Lichtwarck-Aschoff, Anna Granic, Isabela van Rooij, Marieke M J W Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study |
title | Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study |
title_full | Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study |
title_fullStr | Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study |
title_full_unstemmed | Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study |
title_short | Efficacy of a Virtual Reality Biofeedback Game (DEEP) to Reduce Anxiety and Disruptive Classroom Behavior: Single-Case Study |
title_sort | efficacy of a virtual reality biofeedback game (deep) to reduce anxiety and disruptive classroom behavior: single-case study |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7139423/ https://www.ncbi.nlm.nih.gov/pubmed/32207697 http://dx.doi.org/10.2196/16066 |
work_keys_str_mv | AT bossenbroekrineke efficacyofavirtualrealitybiofeedbackgamedeeptoreduceanxietyanddisruptiveclassroombehaviorsinglecasestudy AT wolsaniek efficacyofavirtualrealitybiofeedbackgamedeeptoreduceanxietyanddisruptiveclassroombehaviorsinglecasestudy AT weerdmeesterjoanneke efficacyofavirtualrealitybiofeedbackgamedeeptoreduceanxietyanddisruptiveclassroombehaviorsinglecasestudy AT lichtwarckaschoffanna efficacyofavirtualrealitybiofeedbackgamedeeptoreduceanxietyanddisruptiveclassroombehaviorsinglecasestudy AT granicisabela efficacyofavirtualrealitybiofeedbackgamedeeptoreduceanxietyanddisruptiveclassroombehaviorsinglecasestudy AT vanrooijmariekemjw efficacyofavirtualrealitybiofeedbackgamedeeptoreduceanxietyanddisruptiveclassroombehaviorsinglecasestudy |